/*
 * Copyright (c) 2010, Thiago Campos Viana.
 *
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions
 * are met:
 *
 *     * Redistributions of source code must retain the above copyright
 *       notice, this list of conditions and the following disclaimer.
 *     * Redistributions in binary form must reproduce the above copyright
 *       notice, this list of conditions and the following disclaimer in
 *       the documentation and/or other materials provided with the
 *       distribution.
 *     * Neither the name of Thiago Campos Viana nor the names of its
 *       contributors may be used to endorse or promote products derived
 *       from this software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
 * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
 * PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER
 * OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
 * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
 * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

package kernel.gamecode;

import java.nio.ByteBuffer;

/**
 * GameObject class
 * <p>
 * Abstract class used to implement GameObjects.
 * @author Thiago Campos Viana
 */
public abstract class GameObject {
    
    /**
     * The id of the GameObject
     */
    public int id;
    /**
     * The world region the object is in
     */
    public Region region;
    /**
     * GameObject region layer, 'z' position
     */
    public byte layer;
    /**
     * GameObject x position
     */
    public short x;
    /**
     * GameObject y position
     */
    public short y;
    /**
     * GameObject direction
     */
    public byte direction;
    ByteBuffer bytes;


    /**
     * GameObject update function
     * @return
     * An array of bytes representing the GameObject to be sent to the network
     */
    public abstract byte[] update();
    /**
     * Returns the GameObject as an array of bytes
     * @return
     * An array of bytes representing the GameObject to be sent to the network
     */
    public abstract byte[] getBytes();
    

}
